9
« dnia: 2013-11-30, 17:35 »
Witam, udało mi się stworzyć muszkiet. Zrobiłem nową umiejętność w taki sposób:
1. Menu_Status
instance MENU_STATUS(C_MENU_DEF)
{
items[0] = "MENU_ITEM_STATUS_HEADING";
items[1] = "MENU_ITEM_PLAYERGUILD";
items[2] = "MENU_ITEM_LEVEL_TITLE";
items[3] = "MENU_ITEM_LEVEL";
items[4] = "MENU_ITEM_TALENT_7_TITLE";
items[5] = "MENU_ITEM_TALENT_7_CIRCLE";
items[6] = "MENU_ITEM_TALENT_7_SKILL";
items[7] = "MENU_ITEM_EXP_TITLE";
items[8] = "MENU_ITEM_EXP";
items[9] = "MENU_ITEM_LEVEL_NEXT_TITLE";
items[10] = "MENU_ITEM_LEVEL_NEXT";
items[11] = "MENU_ITEM_LEARN_TITLE";
items[12] = "MENU_ITEM_LEARN";
items[13] = "MENU_ITEM_ATTRIBUTE_HEADING";
items[14] = "MENU_ITEM_ATTRIBUTE_1_TITLE";
items[15] = "MENU_ITEM_ATTRIBUTE_2_TITLE";
items[16] = "MENU_ITEM_ATTRIBUTE_3_TITLE";
items[17] = "MENU_ITEM_ATTRIBUTE_4_TITLE";
items[18] = "MENU_ITEM_ATTRIBUTE_1";
items[19] = "MENU_ITEM_ATTRIBUTE_2";
items[20] = "MENU_ITEM_ATTRIBUTE_3";
items[21] = "MENU_ITEM_ATTRIBUTE_4";
items[22] = "MENU_ITEM_ARMOR_HEADING";
items[23] = "MENU_ITEM_ARMOR_1_TITLE";
items[24] = "MENU_ITEM_ARMOR_2_TITLE";
items[25] = "MENU_ITEM_ARMOR_3_TITLE";
items[26] = "MENU_ITEM_ARMOR_4_TITLE";
items[27] = "MENU_ITEM_ARMOR_1";
items[28] = "MENU_ITEM_ARMOR_2";
items[29] = "MENU_ITEM_ARMOR_3";
items[30] = "MENU_ITEM_ARMOR_4";
items[31] = "MENU_ITEM_TALENTS_HEADING";
items[32] = "MENU_ITEM_TALENT_1_TITLE";
items[33] = "MENU_ITEM_TALENT_1_SKILL";
items[34] = "MENU_ITEM_TALENT_1";
items[35] = "MENU_ITEM_TALENT_2_TITLE";
items[36] = "MENU_ITEM_TALENT_2_SKILL";
items[37] = "MENU_ITEM_TALENT_2";
items[38] = "MENU_ITEM_TALENT_3_TITLE";
items[39] = "MENU_ITEM_TALENT_3_SKILL";
items[40] = "MENU_ITEM_TALENT_3";
items[41] = "MENU_ITEM_TALENT_4_TITLE";
items[42] = "MENU_ITEM_TALENT_4_SKILL";
items[43] = "MENU_ITEM_TALENT_4";
items[44] = "MENU_ITEM_TALENT_8_TITLE";
items[45] = "MENU_ITEM_TALENT_8_SKILL";
items[46] = "MENU_ITEM_TALENT_5_TITLE";
items[47] = "MENU_ITEM_TALENT_5_SKILL";
items[48] = "MENU_ITEM_TALENT_12_TITLE";
items[49] = "MENU_ITEM_TALENT_12_SKILL";
items[50] = "MENU_ITEM_TALENT_14_TITLE";
items[51] = "MENU_ITEM_TALENT_14_SKILL";
items[52] = "MENU_ITEM_TALENT_15_TITLE";
items[53] = "MENU_ITEM_TALENT_15_SKILL";
items[54] = "MENU_ITEM_TALENT_13_TITLE";
items[55] = "MENU_ITEM_TALENT_13_SKILL";
items[56] = "MENU_ITEM_TALENT_16_TITLE";
items[57] = "MENU_ITEM_TALENT_16_SKILL";
items[58] = "MENU_ITEM_TALENT_19_TITLE";
items[59] = "MENU_ITEM_TALENT_19_SKILL";
dimx = 8192;
dimy = 8192;
flags = flags | MENU_OVERTOP | MENU_NOANI;
backpic = STAT_BACK_PIC;
};
const int STAT_A_X1 = 500;
const int STAT_A_X2 = 2300;
const int STAT_A_X3 = 3200;
const int STAT_A_X4 = 3400;
const int STAT_B_X1 = 3800;
const int STAT_B_X2 = 6000;
const int STAT_B_X3 = 7200;
const int STAT_B_X4 = 7700;
const int STAT_PLYHEAD_Y = 1000;
const int STAT_PLY_Y = 1450;
const int STAT_ATRHEAD_Y = 3250;
const int STAT_ATR_Y = 3700;
const int STAT_ARMHEAD_Y = 5200;
const int STAT_ARM_Y = 5650;
const int STAT_TALHEAD_Y = 1000;
const int STAT_TAL_Y = 1450;
const int STAT_DY = 300;
instance MENU_ITEM_STATUS_HEADING(C_MENU_ITEM_DEF)
{
text[0] = "POSTAĆ";
posx = STAT_A_X1;
posy = STAT_PLYHEAD_Y;
dimx = STAT_A_X4 - STAT_A_X1;
dimy = STAT_DY;
fontname = STAT_FONT_DEFAULT;
flags = (flags & ~IT_SELECTABLE) | IT_TXT_CENTER;
};
instance MENU_ITEM_PLAYERGUILD(C_MENU_ITEM_DEF)
{
posx = STAT_A_X1;
posy = STAT_PLY_Y + (STAT_DY * 0);
fontname = STAT_FONT_DEFAULT;
flags = flags & ~IT_SELECTABLE;
};
instance MENU_ITEM_LEVEL_TITLE(C_MENU_ITEM_DEF)
{
posx = STAT_A_X2;
posy = STAT_PLY_Y + (STAT_DY * 0);
text[0] = "Poziom";
fontname = STAT_FONT_DEFAULT;
flags = flags & ~IT_SELECTABLE;
};
instance MENU_ITEM_LEVEL(C_MENU_ITEM_DEF)
{
posx = STAT_A_X3;
posy = STAT_PLY_Y + (STAT_DY * 0);
fontname = STAT_FONT_DEFAULT;
flags = flags & ~IT_SELECTABLE;
};
instance MENU_ITEM_TALENT_7_TITLE(C_MENU_ITEM_DEF)
{
posx = STAT_A_X1;
posy = STAT_PLY_Y + (STAT_DY * 1);
fontname = STAT_FONT_DEFAULT;
flags = flags & ~IT_SELECTABLE;
};
instance MENU_ITEM_TALENT_7_CIRCLE(C_MENU_ITEM_DEF)
{
posx = STAT_A_X2;
posy = STAT_PLY_Y + (STAT_DY * 1);
text[0] = "Krąg";
fontname = STAT_FONT_DEFAULT;
flags = flags & ~IT_SELECTABLE;
};
instance MENU_ITEM_TALENT_7_SKILL(C_MENU_ITEM_DEF)
{
posx = STAT_A_X3;
posy = STAT_PLY_Y + (STAT_DY * 1);
fontname = STAT_FONT_DEFAULT;
flags = flags & ~IT_SELECTABLE;
};
instance MENU_ITEM_EXP_TITLE(C_MENU_ITEM_DEF)
{
posx = STAT_A_X1;
posy = STAT_PLY_Y + (STAT_DY * 2);
text[0] = "Doświadczenie";
fontname = STAT_FONT_DEFAULT;
flags = flags & ~IT_SELECTABLE;
};
instance MENU_ITEM_EXP(C_MENU_ITEM_DEF)
{
posx = STAT_A_X2;
posy = STAT_PLY_Y + (STAT_DY * 2);
fontname = STAT_FONT_DEFAULT;
flags = flags & ~IT_SELECTABLE;
};
instance MENU_ITEM_LEVEL_NEXT_TITLE(C_MENU_ITEM_DEF)
{
posx = STAT_A_X1;
posy = STAT_PLY_Y + (STAT_DY * 3);
text[0] = "Nast. Poziom";
fontname = STAT_FONT_DEFAULT;
flags = flags & ~IT_SELECTABLE;
};
instance MENU_ITEM_LEVEL_NEXT(C_MENU_ITEM_DEF)
{
posx = STAT_A_X2;
posy = STAT_PLY_Y + (STAT_DY * 3);
fontname = STAT_FONT_DEFAULT;
flags = flags & ~IT_SELECTABLE;
};
instance MENU_ITEM_LEARN_TITLE(C_MENU_ITEM_DEF)
{
posx = STAT_A_X1;
posy = STAT_PLY_Y + (STAT_DY * 4);
text[0] = "Punkty nauki";
fontname = STAT_FONT_DEFAULT;
flags = flags & ~IT_SELECTABLE;
};
instance MENU_ITEM_LEARN(C_MENU_ITEM_DEF)
{
posx = STAT_A_X2;
posy = STAT_PLY_Y + (STAT_DY * 4);
fontname = STAT_FONT_DEFAULT;
flags = flags & ~IT_SELECTABLE;
};
instance MENU_ITEM_ATTRIBUTE_HEADING(C_MENU_ITEM_DEF)
{
posx = STAT_A_X1;
posy = STAT_ATRHEAD_Y;
dimx = STAT_A_X4 - STAT_A_X1;
dimy = STAT_DY;
text[0] = "ATRYBUTY";
fontname = STAT_FONT_DEFAULT;
flags = (flags & ~IT_SELECTABLE) | IT_TXT_CENTER;
};
instance MENU_ITEM_ATTRIBUTE_1_TITLE(C_MENU_ITEM_DEF)
{
posx = STAT_A_X1;
posy = STAT_ATR_Y + (STAT_DY * 0);
text[0] = "Siła";
fontname = STAT_FONT_DEFAULT;
flags = flags & ~IT_SELECTABLE;
};
instance MENU_ITEM_ATTRIBUTE_1(C_MENU_ITEM_DEF)
{
posx = STAT_A_X2;
posy = STAT_ATR_Y + (STAT_DY * 0);
fontname = STAT_FONT_DEFAULT;
flags = flags & ~IT_SELECTABLE;
};
instance MENU_ITEM_ATTRIBUTE_2_TITLE(C_MENU_ITEM_DEF)
{
posx = STAT_A_X1;
posy = STAT_ATR_Y + (STAT_DY * 1);
text[0] = "Zręczność";
fontname = STAT_FONT_DEFAULT;
flags = flags & ~IT_SELECTABLE;
};
instance MENU_ITEM_ATTRIBUTE_2(C_MENU_ITEM_DEF)
{
posx = STAT_A_X2;
posy = STAT_ATR_Y + (STAT_DY * 1);
fontname = STAT_FONT_DEFAULT;
flags = flags & ~IT_SELECTABLE;
};
instance MENU_ITEM_ATTRIBUTE_3_TITLE(C_MENU_ITEM_DEF)
{
posx = STAT_A_X1;
posy = STAT_ATR_Y + (STAT_DY * 2);
text[0] = "Mana";
fontname = STAT_FONT_DEFAULT;
flags = flags & ~IT_SELECTABLE;
};
instance MENU_ITEM_ATTRIBUTE_3(C_MENU_ITEM_DEF)
{
posx = STAT_A_X2;
posy = STAT_ATR_Y + (STAT_DY * 2);
fontname = STAT_FONT_DEFAULT;
flags = flags & ~IT_SELECTABLE;
};
instance MENU_ITEM_ATTRIBUTE_4_TITLE(C_MENU_ITEM_DEF)
{
posx = STAT_A_X1;
posy = STAT_ATR_Y + (STAT_DY * 3);
text[0] = "Punkty trafień";
fontname = STAT_FONT_DEFAULT;
flags = flags & ~IT_SELECTABLE;
};
instance MENU_ITEM_ATTRIBUTE_4(C_MENU_ITEM_DEF)
{
posx = STAT_A_X2;
posy = STAT_ATR_Y + (STAT_DY * 3);
fontname = STAT_FONT_DEFAULT;
flags = flags & ~IT_SELECTABLE;
};
instance MENU_ITEM_ARMOR_HEADING(C_MENU_ITEM_DEF)
{
posx = STAT_A_X1;
posy = STAT_ARMHEAD_Y;
dimx = STAT_A_X4 - STAT_A_X1;
dimy = STAT_DY;
text[0] = "OCHRONA";
fontname = STAT_FONT_DEFAULT;
flags = (flags & ~IT_SELECTABLE) | IT_TXT_CENTER;
};
instance MENU_ITEM_ARMOR_1_TITLE(C_MENU_ITEM_DEF)
{
posx = STAT_A_X1;
posy = STAT_ARM_Y + (STAT_DY * 0);
text[0] = "Broń";
fontname = STAT_FONT_DEFAULT;
flags = flags & ~IT_SELECTABLE;
};
instance MENU_ITEM_ARMOR_1(C_MENU_ITEM_DEF)
{
posx = STAT_A_X3;
posy = STAT_ARM_Y + (STAT_DY * 0);
fontname = STAT_FONT_DEFAULT;
flags = flags & ~IT_SELECTABLE;
};
instance MENU_ITEM_ARMOR_2_TITLE(C_MENU_ITEM_DEF)
{
posx = STAT_A_X1;
posy = STAT_ARM_Y + (STAT_DY * 1);
text[0] = "Pociski";
fontname = STAT_FONT_DEFAULT;
flags = flags & ~IT_SELECTABLE;
};
instance MENU_ITEM_ARMOR_2(C_MENU_ITEM_DEF)
{
posx = STAT_A_X3;
posy = STAT_ARM_Y + (STAT_DY * 1);
fontname = STAT_FONT_DEFAULT;
flags = flags & ~IT_SELECTABLE;
};
instance MENU_ITEM_ARMOR_3_TITLE(C_MENU_ITEM_DEF)
{
posx = STAT_A_X1;
posy = STAT_ARM_Y + (STAT_DY * 2);
text[0] = "Smoczy ogień";
fontname = STAT_FONT_DEFAULT;
flags = flags & ~IT_SELECTABLE;
};
instance MENU_ITEM_ARMOR_3(C_MENU_ITEM_DEF)
{
posx = STAT_A_X3;
posy = STAT_ARM_Y + (STAT_DY * 2);
fontname = STAT_FONT_DEFAULT;
flags = flags & ~IT_SELECTABLE;
};
instance MENU_ITEM_ARMOR_4_TITLE(C_MENU_ITEM_DEF)
{
posx = STAT_A_X1;
posy = STAT_ARM_Y + (STAT_DY * 3);
text[0] = "Magia";
fontname = STAT_FONT_DEFAULT;
flags = flags & ~IT_SELECTABLE;
};
instance MENU_ITEM_ARMOR_4(C_MENU_ITEM_DEF)
{
posx = STAT_A_X3;
posy = STAT_ARM_Y + (STAT_DY * 3);
fontname = STAT_FONT_DEFAULT;
flags = flags & ~IT_SELECTABLE;
};
instance MENU_ITEM_TALENTS_HEADING(C_MENU_ITEM_DEF)
{
posx = STAT_B_X1;
posy = STAT_TALHEAD_Y;
dimx = STAT_B_X4 - STAT_B_X1;
dimy = STAT_DY;
text[0] = "UMIEJĘTNOŚCI";
fontname = STAT_FONT_DEFAULT;
flags = (flags & ~IT_SELECTABLE) | IT_TXT_CENTER;
};
instance MENU_ITEM_TALENT_1_TITLE(C_MENU_ITEM_DEF)
{
posx = STAT_B_X1;
posy = STAT_TAL_Y + (0 * STAT_DY);
fontname = STAT_FONT_DEFAULT;
flags = flags & ~IT_SELECTABLE;
};
instance MENU_ITEM_TALENT_1_SKILL(C_MENU_ITEM_DEF)
{
posx = STAT_B_X2;
posy = STAT_TAL_Y + (0 * STAT_DY);
fontname = STAT_FONT_DEFAULT;
flags = flags & ~IT_SELECTABLE;
};
instance MENU_ITEM_TALENT_1(C_MENU_ITEM_DEF)
{
posx = STAT_B_X3;
posy = STAT_TAL_Y + (0 * STAT_DY);
fontname = STAT_FONT_DEFAULT;
flags = flags & ~IT_SELECTABLE;
};
instance MENU_ITEM_TALENT_2_TITLE(C_MENU_ITEM_DEF)
{
posx = STAT_B_X1;
posy = STAT_TAL_Y + (1 * STAT_DY);
fontname = STAT_FONT_DEFAULT;
flags = flags & ~IT_SELECTABLE;
};
instance MENU_ITEM_TALENT_2_SKILL(C_MENU_ITEM_DEF)
{
posx = STAT_B_X2;
posy = STAT_TAL_Y + (1 * STAT_DY);
fontname = STAT_FONT_DEFAULT;
flags = flags & ~IT_SELECTABLE;
};
instance MENU_ITEM_TALENT_2(C_MENU_ITEM_DEF)
{
posx = STAT_B_X3;
posy = STAT_TAL_Y + (1 * STAT_DY);
fontname = STAT_FONT_DEFAULT;
flags = flags & ~IT_SELECTABLE;
};
instance MENU_ITEM_TALENT_3_TITLE(C_MENU_ITEM_DEF)
{
posx = STAT_B_X1;
posy = STAT_TAL_Y + (2 * STAT_DY);
fontname = STAT_FONT_DEFAULT;
flags = flags & ~IT_SELECTABLE;
};
instance MENU_ITEM_TALENT_3_SKILL(C_MENU_ITEM_DEF)
{
posx = STAT_B_X2;
posy = STAT_TAL_Y + (2 * STAT_DY);
fontname = STAT_FONT_DEFAULT;
flags = flags & ~IT_SELECTABLE;
};
instance MENU_ITEM_TALENT_3(C_MENU_ITEM_DEF)
{
posx = STAT_B_X3;
posy = STAT_TAL_Y + (2 * STAT_DY);
fontname = STAT_FONT_DEFAULT;
flags = flags & ~IT_SELECTABLE;
};
instance MENU_ITEM_TALENT_4_TITLE(C_MENU_ITEM_DEF)
{
posx = STAT_B_X1;
posy = STAT_TAL_Y + (3 * STAT_DY);
fontname = STAT_FONT_DEFAULT;
flags = flags & ~IT_SELECTABLE;
};
instance MENU_ITEM_TALENT_4_SKILL(C_MENU_ITEM_DEF)
{
posx = STAT_B_X2;
posy = STAT_TAL_Y + (3 * STAT_DY);
fontname = STAT_FONT_DEFAULT;
flags = flags & ~IT_SELECTABLE;
};
instance MENU_ITEM_TALENT_4(C_MENU_ITEM_DEF)
{
posx = STAT_B_X3;
posy = STAT_TAL_Y + (3 * STAT_DY);
fontname = STAT_FONT_DEFAULT;
flags = flags & ~IT_SELECTABLE;
};
instance MENU_ITEM_TALENT_8_TITLE(C_MENU_ITEM_DEF)
{
posx = STAT_B_X1;
posy = STAT_TAL_Y + (5 * STAT_DY);
fontname = STAT_FONT_DEFAULT;
flags = flags & ~IT_SELECTABLE;
};
instance MENU_ITEM_TALENT_8_SKILL(C_MENU_ITEM_DEF)
{
posx = STAT_B_X2;
posy = STAT_TAL_Y + (5 * STAT_DY);
fontname = STAT_FONT_DEFAULT;
flags = flags & ~IT_SELECTABLE;
};
instance MENU_ITEM_TALENT_5_TITLE(C_MENU_ITEM_DEF)
{
posx = STAT_B_X1;
posy = STAT_TAL_Y + (6 * STAT_DY);
fontname = STAT_FONT_DEFAULT;
flags = flags & ~IT_SELECTABLE;
};
instance MENU_ITEM_TALENT_5_SKILL(C_MENU_ITEM_DEF)
{
posx = STAT_B_X2;
posy = STAT_TAL_Y + (6 * STAT_DY);
fontname = STAT_FONT_DEFAULT;
flags = flags & ~IT_SELECTABLE;
};
instance MENU_ITEM_TALENT_12_TITLE(C_MENU_ITEM_DEF)
{
posx = STAT_B_X1;
posy = STAT_TAL_Y + (7 * STAT_DY);
fontname = STAT_FONT_DEFAULT;
flags = flags & ~IT_SELECTABLE;
};
instance MENU_ITEM_TALENT_12_SKILL(C_MENU_ITEM_DEF)
{
posx = STAT_B_X2;
posy = STAT_TAL_Y + (7 * STAT_DY);
fontname = STAT_FONT_DEFAULT;
flags = flags & ~IT_SELECTABLE;
};
instance MENU_ITEM_TALENT_14_TITLE(C_MENU_ITEM_DEF)
{
posx = STAT_B_X1;
posy = STAT_TAL_Y + (9 * STAT_DY);
fontname = STAT_FONT_DEFAULT;
flags = flags & ~IT_SELECTABLE;
};
instance MENU_ITEM_TALENT_14_SKILL(C_MENU_ITEM_DEF)
{
posx = STAT_B_X2;
posy = STAT_TAL_Y + (9 * STAT_DY);
fontname = STAT_FONT_DEFAULT;
flags = flags & ~IT_SELECTABLE;
};
instance MENU_ITEM_TALENT_15_TITLE(C_MENU_ITEM_DEF)
{
posx = STAT_B_X1;
posy = STAT_TAL_Y + (10 * STAT_DY);
fontname = STAT_FONT_DEFAULT;
flags = flags & ~IT_SELECTABLE;
};
instance MENU_ITEM_TALENT_15_SKILL(C_MENU_ITEM_DEF)
{
posx = STAT_B_X2;
posy = STAT_TAL_Y + (10 * STAT_DY);
fontname = STAT_FONT_DEFAULT;
flags = flags & ~IT_SELECTABLE;
};
instance MENU_ITEM_TALENT_13_TITLE(C_MENU_ITEM_DEF)
{
posx = STAT_B_X1;
posy = STAT_TAL_Y + (11 * STAT_DY);
fontname = STAT_FONT_DEFAULT;
flags = flags & ~IT_SELECTABLE;
};
instance MENU_ITEM_TALENT_13_SKILL(C_MENU_ITEM_DEF)
{
posx = STAT_B_X2;
posy = STAT_TAL_Y + (11 * STAT_DY);
fontname = STAT_FONT_DEFAULT;
flags = flags & ~IT_SELECTABLE;
};
instance MENU_ITEM_TALENT_16_TITLE(C_MENU_ITEM_DEF)
{
posx = STAT_B_X1;
posy = STAT_TAL_Y + (13 * STAT_DY);
fontname = STAT_FONT_DEFAULT;
flags = flags & ~IT_SELECTABLE;
};
instance MENU_ITEM_TALENT_16_SKILL(C_MENU_ITEM_DEF)
{
posx = STAT_B_X2;
posy = STAT_TAL_Y + (13 * STAT_DY);
fontname = STAT_FONT_DEFAULT;
flags = flags & ~IT_SELECTABLE;
};
INSTANCE MENU_ITEM_TALENT_19_TITLE(C_MENU_ITEM_DEF)
{
posx = STAT_B_X1;
posy = STAT_TAL_Y + 8*STAT_DY;
fontName = STAT_FONT_DEFAULT;
flags=flags & ~IT_SELECTABLE;
};
instance MENU_ITEM_TALENT_19_SKILL(C_MENU_ITEM_DEF)
{
posx = STAT_B_X2;
posy = STAT_TAL_Y + 8*STAT_DY;
fontName = STAT_FONT_DEFAULT;
flags=flags & ~IT_SELECTABLE;
};
19 to moja umiejętność
2. Text
// *****************************************************************************************
// Charakterbogen-Texte: TALENTE
// *****************************************************************************************
CONST STRING TXT_TALENTS [NPC_TALENT_MAX] =
{
"", //NPC_TALENT_UNKNOWN = 0;
"Br. jednoręczna", //NPC_TALENT_1H = 1;
"Br. dwuręczna", //NPC_TALENT_2H = 2;
"Łuki", //NPC_TALENT_BOW = 3;
"Kusze", //NPC_TALENT_CROSSBOW = 4;
"Włamywanie się", //NPC_TALENT_PICKLOCK = 5; //wird jetzt per DEX geregelt UND es gibt nur noch Level 0 und 1 (nicht mehr 2)
"", //altes Pickpocket aus Gothic 1 - NICHT benutzen! Bleibt als Relikt im Code = 6;
"Magia", //NPC_TALENT_MAGE = 7; // Magiekreis
"Skradanie się", //NPC_TALENT_SNEAK = 8;
"", //raus //NPC_TALENT_REGENERATE = 9;
"", //raus //NPC_TALENT_FIREMASTER = 10;
"Akrobatyka", //NPC_TALENT_ACROBAT = 11;
"Kradzież kiesz.", //NPC_TALENT_PICKPOCKET = 12; //NEUES Pickpocket
"Kowalstwo", //NPC_TALENT_SMITH = 13;
"Tworzenie run", //NPC_TALENT_RUNES = 14;
"Alchemia", //NPC_TALENT_ALCHEMY = 15;
"Zbieranie trofeów", //NPC_TALENT_TAKEANIMALTROPHY = 16;
"Czytanie w obcym języku", //NPC_TALENT_FOREIGNLANGUAGE = 17;
"Zdolność ognika", //NPC_TALENT_WISPDETECTOR = 18;
"Broń palna", //bron palna = 19;
"", //NPC_TALENT_D = 20;
"" //NPC_TALENT_E = 21;
};
CONST STRING TXT_TALENTS_SKILLS [NPC_TALENT_MAX] =
{
"", //NPC_TALENT_UNKNOWN = 0;
"Zielony|Wojownik|Mistrz", //NPC_TALENT_1H = 1;
"Zielony|Wojownik|Mistrz", //NPC_TALENT_2H = 2;
"Zielony|Wojownik|Mistrz", //NPC_TALENT_BOW = 3;
"Zielony|Wojownik|Mistrz", //NPC_TALENT_CROSSBOW = 4;
"-|Uczony|-", //NPC_TALENT_PICKLOCK = 5; //wird jetzt per DEX geregelt UND es gibt nur noch Level 0 und 1 (nicht mehr 2)
"0|1|2", //altes Pickpocket aus Gothic 1 - NICHT benutzen! Bleibt als Relikt im Code = 6;
"0|1|2|3|4|5|6", //NPC_TALENT_MAGE = 7; // Magiekreis
"-|Uczony", //NPC_TALENT_SNEAK = 8;
"-|-", //raus //NPC_TALENT_REGENERATE = 9;
"-|-", //raus //NPC_TALENT_FIREMASTER = 10;
"-|Uczony", //NPC_TALENT_ACROBAT = 11;
"-|Uczony", //NPC_TALENT_PICKPOCKET = 12; //NEUES Pickpocket
"-|Uczony", //NPC_TALENT_SMITH = 13;
"-|Uczony", //NPC_TALENT_RUNES = 14;
"-|Uczony", //NPC_TALENT_ALCHEMY = 15;
"-|Uczony", //NPC_TALENT_TAKEANIMALTROPHY = 16;
"-|Uczony", //NPC_TALENT_FOREIGNLANGUAGE = 17; //ADDON
"-|Uczony", //NPC_TALENT_WISPDETECTOR = 18;
"Zielony|Wojownik|Mistrz", //bron palna = 19;
"-|Uczony", //NPC_TALENT_D = 20;
"-|Uczony" //NPC_TALENT_E = 21;
};
Więc moje pytanie brzmi : co dalej ? Co zrobić aby ta umiejętność działała tzn.
1. By móc się jej uczyć tak jak np. broni jednoręcznej
2. By moja broń palna z nią współpracowała (gdy wyższy poziom umiejętność tym lepsza walka bronią)